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magic missile always hits again???
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<blockquote data-quote="I'm A Banana" data-source="post: 5396792" data-attributes="member: 2067"><p>Especially when you're starting out, you need to have a "safe space to fail into." <em>Magic Missile</em> without an attack roll is part of that safe space. You can keep playing, you can keep enjoying your friends' company, and you don't have to worry about failing too badly. You always have Magic Missile to rely on.</p><p></p><p>Because when you miss an attack roll and blow your turn, it <em>sucks</em>. Mature, skilled players get over it pretty fast and onto the next thing, but newbies care more, and casual players don't care at all. For the former, having a minor ability that doesn't rely on attack rolls makes them feel like they're contributing, even if they know they can contribute more by taking a risk. For the latter, it gives them an easy way to opt out of a lot of the rules (everything revolving around attack bonuses and to-hit rolls) and just not think about it this turn, even if they know they can engage the system a little more and make a bigger impression. Even for mature, skilled players, it can be a useful thing to be able to turn off rules complexity and just friggin' hit the thing already (we've all had those nights where the dice seem to go against us). </p><p></p><p>There's still risk, because 99% of your actions are still risky. This just gives you the option of going on the merry-go-round if the roller coaster isn't your thing at the moment. Sometimes, if you're new to it, or if you're not that into it, it's useful to be able to take the path of least resistance. </p><p></p><p></p><p></p><p>Pfft. That's nothing. That's just saying <em>Magic Missile</em> had good design before 4e decided to change it. If you want to see some REAL hyperbole, lets talk about the collectible element in <em>Gamma World</em>, and I'll tell you how it's putting people in rehab or something. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5396792, member: 2067"] Especially when you're starting out, you need to have a "safe space to fail into." [I]Magic Missile[/I] without an attack roll is part of that safe space. You can keep playing, you can keep enjoying your friends' company, and you don't have to worry about failing too badly. You always have Magic Missile to rely on. Because when you miss an attack roll and blow your turn, it [I]sucks[/I]. Mature, skilled players get over it pretty fast and onto the next thing, but newbies care more, and casual players don't care at all. For the former, having a minor ability that doesn't rely on attack rolls makes them feel like they're contributing, even if they know they can contribute more by taking a risk. For the latter, it gives them an easy way to opt out of a lot of the rules (everything revolving around attack bonuses and to-hit rolls) and just not think about it this turn, even if they know they can engage the system a little more and make a bigger impression. Even for mature, skilled players, it can be a useful thing to be able to turn off rules complexity and just friggin' hit the thing already (we've all had those nights where the dice seem to go against us). There's still risk, because 99% of your actions are still risky. This just gives you the option of going on the merry-go-round if the roller coaster isn't your thing at the moment. Sometimes, if you're new to it, or if you're not that into it, it's useful to be able to take the path of least resistance. Pfft. That's nothing. That's just saying [I]Magic Missile[/I] had good design before 4e decided to change it. If you want to see some REAL hyperbole, lets talk about the collectible element in [I]Gamma World[/I], and I'll tell you how it's putting people in rehab or something. ;) [/QUOTE]
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magic missile always hits again???
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